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Hi I'm sure this may be obvious to many and I'm sure it online but it helps if I have get a direct answer on things I work on, what are these issues I'm getting when I'm baking my model. I know it on the normals. Does it have to do with the edges not being smooth or so. Just curious on what things I should keep in mind when this happens. I took multiple pictures and one to show how the normal looks.
Hi, I got a sticker from photoshop with (4096*4096) and 72PI. But, I dont know why the projection is so faded on the surface of mesh. Any help appreciate it.
For the intro: I am a bloody beginner when it comes to everything related to 3D. So please bear with me. I just started a little project to learn. It's a jacket I have created in Marvlous Designer. For the part marked in the attached screenshot I used a texture and as you can see the orientation of the texture is mis-aligned for the left part. For the right part it is as it should be. So now I am very glad that I found out that it is caused by the UV map - when I added the single islands of the jacket in Marvelous Designer to the UV tile I thought it would be very smart to fill in as much of the space by the islands and the one island for the part which is now causing the issue is an island I place vertically to use the space - the other parts of the mesh are placed horizontically. As I now understand it wasn't that smart. So now my question: How can I solve this. When I re-create the UV map in Marvelous Designer I am sure I will need to re-import the mesh to Substance Painte
Hi there so I am baking with substance painter for my weapon. Now I have it where the high poly has extra bevels then the low one. After I bake, i see it leave marks on my object. It seam this is the place where my seams are for the objects as I checked. Now my question is what approach should i try to fix this. I mean i know i could just move the seams to another spot but curious if maybe there is something I'm doing wrong with my baking or another setting. To add another bake I tried has it where it leave this strange white dot. Just want to understand the mistake I made and what I could do to fix it 🙂
Hi, I am texturing a complex asset made of multiple meshes that are animated. It is like a transformerss, first frame of the animation it is a car and on the last frame parts have moved and rotate and it is now a robot. My issue is that I need to paint details on both the first and last frame of the animation (like a battle damage that spread accross multiple parts in the car form and other battle damage that spread across multiple part in the robot form). Unfortunatly "Substance 3D Painter saves its data in 3D in world space to keep everything non destructive. That means that when reimporting a mesh, Substance 3D Painter tries to paint where the mesh was before the reimport, it has no way to know where some pieces could have moved", which means Substance painter can't reproject the texture on the correct location. Is there a way to make Substance Painter use the 2D UV instead of the 3D space ? Here is a simple version of the issue I am facing. as you can see the stroke have
Hello,I'm getting this error every time I'm trying to get the code for my student 3D Painter license. It worked the first time, but I didn't get the email with the code. So basically I'm stuck with no code... Is there any fix for this?
I was doing some research on how they built the interiors for the sky scrapers in Marvel's Spiderman and it seems they use a cube mapping technique to simulate a sort of 3d look which massively reduces the amount of overhead an engine needs to render thousands of building interiors by faking them in textures.Additionally in the unreleased CSGO 2 they use cube mapping to simulate the liquid shader they built originally for Half Life Alyx in there. I find the effect really fascinating but haven't been able to find any real concrete information on how to make these maps.Does substance contain the ability to build these advanced texture maps or is there some external tool I should be using in order to make these textures?
I'm having an issue with this model - I've baked all maps in Substance, and the maps are looking fine in the texture set list, but when I export I only get blank image files with no details at all. (I didn't experience this with other models yesterday and I don't think I changed any settings, but I'm a new user so it's possible!)The error log is attached - thanks so much for any suggestions!
The heat tiles on the Space Shuttle and similar patterns have always stumped me when texturing. It's easy to create and apply a tiling texture, but that doesn't come close to matching the many differently angled areas, unique shapes, and irregularities in real-life tile patterns. It seems like creating each tile by hand would be the only option, but I imagine that wouldn't be very precise and would require making thousands of tiles. So what is the standard way to do this? How do you create a pattern that has both extensive repitition but also small, precise details and devitations from the pattern? Not actually looking for Space Shuttle texturing advice specifically, but it's the best example of this kind of pattern that I can think of so, that's why I put it in the title. And this isn't actually a Substance Painter specific question, if there's other software that better for this that's fine. Would be curious to know how this could be done in Mari as well since that's w
Hello! When baking normals, and with the low poly mesh phong set to 180, I am getting hard creases in flat surface where the edges are. If I set up phong breaks, or a set angle of like 40degrees, then this error is fixed but I then have "sharp" edge seams and on 90 degree corners. I am curently working out of C4D but, I have tried re exporting out of Blender and get the same results. The mesh has no errors that I can find. I have never had isses like this in the past. Please help this error is holding up a time sentive project. Thanks!!
Hi everyone, I am working on a stylized salmon filet and I have an issue with the directional warp. To create this effect, I am using a gradient linear 1 which is tiled. Then, I add a direction warp with an Gradient linear 2 rotated of 90°. The issue seems to come from the fact that substance painter should calculate pixel only if it is in the UV of the object. So when I make the warp, it takes the pixel of the border and extends it instead of taking the next pixel outside the UV. If you have any idea of how to fix it, I would be greatful to read it.
Hi everyoneI created a seamless pattern set in Substance Designer, and when I import the sbsar files into Substance Painter, the edge of each tile is lined like this.I didn't have this problem before and recently I encountered this problem when I updated the graphic card driver.How can I solve this?
The materials are exported with the Unreal Engine 4 (Packed) preset, and are 4096x4096 (Same size in UE). Is there any way to fix this?
hello, I have opened substance and I have encountered this problem where when I open subtance, it comes up pink or without any shaders. I have viewed on adobe website and I have followed the advice which adobe gave me but the advice doesnt work. Can you guys please help me.
Hello, I'm making a toon shader using the Shader API, I'm trying to recreate a material we use in Unreal Engine to help our artist better visualize the results they'll be getting in engine. I was able to recreate most of what we need. But I wanted to check if its possible to create a toon outline by accessing the Depth and other buffers. Basically I'm trying to use the bufferes to compare adjacent pixels and calculate the difference to create an outline. Is it possible to make a custom Post Process effect to calculate an outline? or access the buffers directly in the GLSL shader code? Thank you in advance.
If anyone has a solution to this I would be extremely grateful. I'm having an issue where I cannot open files that I need to work on in my install of substance painter because the files are "data too recent for this software version"then another error message comes up saying: "substance painter has encountered an unexpected error and is now exiting. please restart substance painter 3D and send a crash reportreason: null object access"I can supply any other details if needed I just hope someone has run into a solution to this issue.
I've exported this FBX from Blender and I'm trying to bake the mesh maps. However I end up with these polygon edges all over and I can't figure out what the issue is. Mesh is set to smooth, there are no custom split normals, and the UV's aren't split except where they should be. The normal map I baked inside Blender looks fine. I don't know what else could be the issue
Hi everyone,I'm having an issue with curvature map. the issue that is not showing any details. This is the model after baking. Normal map seems to work fine. Yet, the issue is with the curvature map is not showing any details. Here is the seetings I use for the baking HELP ME PLEASE !!!
I've got a layer group, I added a black mask, I added a generator layer to the mask, and Painter will not let me add a generator to the empty generator layer. I click the Generator button, get the mini shelf, I select a generator, and the generator layer remains empty. No matter what generator I pick, none will actually take.I've got baked mesh maps that all look good. I really need to find out what's going on here.
Is there really no way to break the connection between instanced layers and the original?
I just downloaded a fur texture brush for this avatar, but now each time I open any project, the right 3/4 of the texture turn this pink color while the rest of the model is the proper color. I also tried using a default substance painter model, and most of the model turned pink. The texture breaks as soon as I make any change to the model such as painting it or deleting a layer. I've tried re-installing substance painter and the model, and deleted the texture file I downloaded but the issue still persists. Any ideas how to fix this?
The same metal layer reflects the correct and incorrect environment on the model, and the reason cannot be foundEdition:2019.3.3
Substance will not shut down, crashes on both "red X" and "quit"
Hello everyone, I have been having this odd issue all day when exporting my textures. It seems to be losing its quality once exported into its destination file. In substance, the 2D view has much more quality and detail. But once exported it doesn't look the same. I export it as 2D image. Can someone please assist? I am new to subtsance , I've re-installed substance paint 5 times today, and im still have the same issue.
I am exporting my meshes from blender to adobe 3d painter and when I do some parts get darker than others and I dont know what I did wrong someone plz help
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